Fortitude +20, Reflex +19, Will +15
Athletics +22
Darkvision
Physical 10 except Adamantine, Bludgeoning, Spells 10 except Sonic
Actions & Abilities
Syringe
Damage: 2d10+6 Piercing
Bomb
Alchemical Chambers
A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):
| | | Alchemical Effect
| 1 | Acid Damage
| 2 | Cold Damage
| 3 | Electricity Damage
| 4 | Fire Damage
| 5 | Poison Damage
| 6 | Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Rupture
When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a . Roll on the alchemical chambers list to determine which one shatters-on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.
| | | Alchemical Effect
| 1 | 10d6[acid|options:area-damage] damage
| 2 | 10d6[cold|options:area-damage] damage
| 3 | 10d6[electricity|options:area-damage] damage
| 4 | 10d6[fire|options:area-damage] damage
| 5 | 10d6[poison|options:area-damage] damage
| 6 | Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Injection
When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).
| | | Alchemical Effect
| 1 | 2d6[acid] damage
| 2 | 2d6[cold] damage
| 3 | 2d6[electricity] damage
| 4 | 2d6[fire] damage
| 5 | 2d6[poison] damage
| 6 | Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Generate Bomb
The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the table below. On a roll of 1-5, the bomb deals 3d10 damage and 3 splash damage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.
|
|
| Alchemical Effect
| 1
|
Acid Damage: 3d10[acid,(3[splash])[acid]] damage
| 2
| Cold Damage: 3d10[cold,(3[splash])[cold]] damage
| 3
| Electricity Damage: 3d10[electricity,(3[splash])[electricity]] damage
| 4
| Fire Damage: 3d10[fire,(3[splash])[fire]] damage
| 5
| Poison Damage: 3d10[poison,(3[splash])[poison]] damage
| 6
| Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Creature Abilities
Alchemical Chambers. A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):
| | | Alchemical Effect
| 1 | Acid Damage
| 2 | Cold Damage
| 3 | Electricity Damage
| 4 | Fire Damage
| 5 | Poison Damage
| 6 | Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Rupture. When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a . Roll on the alchemical chambers list to determine which one shatters-on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.
| | | Alchemical Effect
| 1 | 10d6[acid|options:area-damage] damage
| 2 | 10d6[cold|options:area-damage] damage
| 3 | 10d6[electricity|options:area-damage] damage
| 4 | 10d6[fire|options:area-damage] damage
| 5 | 10d6[poison|options:area-damage] damage
| 6 | Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Alchemical Injection. When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).
| | | Alchemical Effect
| 1 | 2d6[acid] damage
| 2 | 2d6[cold] damage
| 3 | 2d6[electricity] damage
| 4 | 2d6[fire] damage
| 5 | 2d6[poison] damage
| 6 | Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Generate Bomb. The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the table below. On a roll of 1-5, the bomb deals 3d10 damage and 3 splash damage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.
|
|
| Alchemical Effect
| 1
|
Acid Damage: 3d10[acid,(3[splash])[acid]] damage
| 2
| Cold Damage: 3d10[cold,(3[splash])[cold]] damage
| 3
| Electricity Damage: 3d10[electricity,(3[splash])[electricity]] damage
| 4
| Fire Damage: 3d10[fire,(3[splash])[fire]] damage
| 5
| Poison Damage: 3d10[poison,(3[splash])[poison]] damage
| 6
| Sickness: save or Sickened 1 (Sickened 2 on a critical failure)
Source, license, and attribution
Source: Pathfinder Monster Core (remaster-core-2026-08-10)
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core (c) 2024, Paizo Inc.; Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.